Jozzo

joined 1 year ago
[–] Jozzo 18 points 3 weeks ago

Or maybe they have the ability to make you weaker

[–] Jozzo 1 points 1 month ago (1 children)

Yep it's not near finished. This is one of those projects that's sat in my "keep an eye on it" bookmarks for a good while, I figured I'd post it to get some attention on it, because it does look very promising.

[–] Jozzo 1 points 1 month ago (1 children)
[–] Jozzo 6 points 3 months ago

Note that the attacker needs to already have access to your Microsoft 365 account to do any of this. Fuck copilot and all, but this isn't something they couldn't achieve before.

[–] Jozzo 7 points 3 months ago

Love how the free spot is "no conclave update" lol

[–] Jozzo 38 points 3 months ago (8 children)

Got hit with this in the middle of work. We only have one customer using CrowdStrike, and only staff PCs, no infrastructure. But this one is REAL bad, caused by turning your PC on, and cannot be patched - each affected PC needs to be manually fixed. Would not be surprised to see Linux usage go up after this.

[–] Jozzo 17 points 3 months ago (9 children)

One attendee and the shooter are dead

[–] Jozzo 5 points 4 months ago

It depends entirely on the company you work for. Even then, I wouldn't exactly describe the work as "chill"

[–] Jozzo 2 points 4 months ago

This would make a pretty evil Zedruu gift

[–] Jozzo 2 points 4 months ago

Thematically awesome/terrifying

[–] Jozzo 2 points 4 months ago

I patched together some version of this using nested dictionaries:

var abilities: Dictionary = {
	AbilityData.Trigger.BEFORE_ATTACK : {},
	AbilityData.Trigger.ON_ATTACK : {},
	AbilityData.Trigger.ON_HIT : {},
	AbilityData.Trigger.ON_KILL : {},
	AbilityData.Trigger.ON_DEATH : {},
	AbilityData.Trigger.ON_JUMP : {},
	AbilityData.Trigger.PASSIVE : {}
}

with each value being another key:value pair of { "ability_id": <ability-node> } so I can keep a reference to the Ability node and use dictionary functions like .has() to check if a character has a specific ability:

func has_ability(ability_data: AbilityData) -> bool:
	if abilities[ability_data.trigger_type].has(ability_data.id):
		return true
	return false

Then when a trigger fires, it calls this (I omitted the return code):

// Activates all abilities with the specified trigger type. Returns an array containing each ability that was activated this way.
//trigger_type is an enum
//data is just a resource containing things like position, target, ability owner, etc
func trigger(trigger_type: AbilityData.Trigger, data: AbilityActivationData) -> Array[Ability]:
	var abilities_to_activate: Dictionary = abilities.get(trigger_type)
	
	// Loops through the list of Ability nodes.
	for ability in abilities_to_activate.values():
		ability.activate(data)
		abilities_activated.append(ability)

This seems to work, but it still gives me that tickling sensation that it could be a little cleaner.

[–] Jozzo 1 points 4 months ago (1 children)

I think I understand...

Instead of the player iterating through and calling all of its abilities, the ability just connects directly to whichever signal it needs on the player?

My current setup is to add each Ability as a node to the player, so right now it follows the "call down, signal up" adage that I hear everyone say. What would be a good way to implment the other way? I assume I should rework my current setup otherwise it'd be "signal down, signal up"?

 

Figured I'd share this project as I don't see many that know about it! (Only available for Windows)

 

A massive asset bundle by Kenney is free right now on itch.io. It's only available for 9 more hours as of posting.

All included assets can be previewed here: https://kenney.nl/data/itch/preview/

Includes 2D, 3D, and audio assets!

87
Patch #6 Now Live! (baldursgate3.game)
submitted 8 months ago by Jozzo to c/baldurs_gate_3
54
submitted 9 months ago by Jozzo to c/selfhosted
 

For those that have never heard of it, PlanarAlly is an open-source self-hosted virtual tabletop (VTT) for TTRPG games. Here I've compiled the most important features/changes from their blog post. The full release notes are available on their GitHub: https://github.com/Kruptein/PlanarAlly/releases/tag/2024.1

Vision Blocking Update

A new vision blocking mode is introduced, called behind. It will accompany the existing vision mode which will be renamed to complete.

When behind mode is active, the shape marked as vision blocking will be rendered as if it’s not a vision blocking shape, but everything behind it will be fully obscured. This will for example allow you to have a tree trunk that is vision blocking, but still show the players what they are looking at (i.e. a tree trunk).

Notes Overhaul

There is no longer a difference between shape notes and campaign notes. Notes are now a single concept, can be attached to shapes and managed through a new UI element called the Note Manager.

It’s now possible to share certain notes to other users with granular access rights, eg. you can give view access to all players when they retrieve an item, or give a particular player a private note that only they can view and edit.

For a full overview of the new note system, check the notes documentation.

Asset Drop Ratio

Defines how assets should be scaled when dropped on the map. A drop ratio of 1 is the default, it means the asset will resize purely on it’s specified dimensions, eg. goblin_1x1 will take up 1 grid cell even if it represents 10ft, whereas a drop ratio of 0.5 will resize basilisk_2x2 to 1x1.

Context: Previously, assets would auto scale when dropped onto the grid if they have a dimension in their name, eg. goblin_1x1 would fit exactly 1 grid cell, dragon_3x3 would be resized to 3 by 3 grid cells. This was using a method based on the 5ft-system to automatically adjust this when a location had a bigger size (eg. 10ft maps would automatically make goblin_2x2 fit in 1 cell). This however would break anything that wasn't using the 5ft-system.

Dice History Improvements

The dice history will now show who rolled the dice (it was previously only shown on hover) and contains more details on the specific roll instead of only showing the final result.

47
Crash Landing (lemmy.world)
submitted 1 year ago by Jozzo to c/nomanssky
 

I accidentally summoned my freighter at a weird angle, so from the ground it looked like it was crashing down to the planet. I thought it made a pretty cool shot though! Here's some other angles:

 

I saw someone post about FediSearch, its very helpful but a little inconvenient to have to switch search engines just for lemmy, so I implemented their search query directly into my browser with Chrome's search shortcuts. Figured I'd write up a guide since this seems to be one thing a lot of y'all are missing from reddit, hope it's helpful :D

(This works for Chrome but not Firefox - they don't allow you to create custom search shortcuts.)

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